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[A] Starbow - Page 509

Forum Index > SC2 Maps & Custom Games
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naowin
Profile Joined December 2013
Sweden5 Posts
January 15 2014 15:13 GMT
#10161
=/ feels like spidermines can be droped abit too close to each other
Jetaap
Profile Blog Joined November 2010
France4814 Posts
January 15 2014 16:12 GMT
#10162
On January 15 2014 23:51 bhfberserk wrote:
I am really curious what the pros think of Starbow. Is Starbow > SC??
Is Starbow = BW2??


Starbow is nowhere close the balance of broodwar, and it shouldn't be compared to it, it's just a great community mod that is fun to play
Ahli
Profile Joined May 2012
Germany355 Posts
January 15 2014 16:14 GMT
#10163
The huge bugfix patch is postponed until tomorrow. Kabel hasn't enough time to upload everything before the ESL tournament starts and patching during the tournament isn't great.
I hope the players won't QQ when they read what was/is bugged and fixed tomorrow then. ^^
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Code
Profile Blog Joined June 2009
Canada634 Posts
Last Edited: 2014-01-15 16:27:57
January 15 2014 16:27 GMT
#10164
I think creep spread should grant Zerg the speed boost.
Reasons:
- defenders advantage..zerg has many melee/low range units and this helps them set up flanks and defend better vs drops
- map vision isnt enough..in SB you are more active with your army, there are no xelnaga towers, you need to get map control. Why waste time creep spreading if youre using your army? Lings, burrowed units on map, ovies spotting routes, what is the point of creep?
- creep gives regen idea...boring.You run away and heal up on it? We want more fights/aggression. Why do i want to regen 20 hp on my zerglings when they die in 2 seconds. Nurture transfuse those ultras bro dont click them onto creep to heal.
- more fights over creep spread..T and P will want to deny it more if it is stronger
- lots of detection destroys creep easy..T has vessels and P has obs to combat lurkers. Why spread a bunch of creep for it to do nothing and then die in 3 seconds? you get to spot his army? You should be active with yours anyway
- it does not promote "turtling" ..if i sit on 3 bases with glorious creep spread and you just take 4 or 5 bases i cant just get broodlord/infestor and beat you..i will starve out and lose
- it does more to seperate good players .. why prioritize creep spread if its not powerful? why waste queen energy? focus on other things since it doesnt make much of a difference

There are lots of ways to balance this...creep doesnt have to give banelings rocket boosters. Make it a small speed buff, or make the creep radius smaller so its spread is not as fast, make it more energy to drop a tumor, etc

TLDR: creep sucks
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-01-15 16:37:16
January 15 2014 16:37 GMT
#10165
On January 16 2014 01:27 Code wrote:
+ Show Spoiler +
I think creep spread should grant Zerg the speed boost.
Reasons:
- defenders advantage..zerg has many melee/low range units and this helps them set up flanks and defend better vs drops
- map vision isnt enough..in SB you are more active with your army, there are no xelnaga towers, you need to get map control. Why waste time creep spreading if youre using your army? Lings, burrowed units on map, ovies spotting routes, what is the point of creep?
- creep gives regen idea...boring.You run away and heal up on it? We want more fights/aggression. Why do i want to regen 20 hp on my zerglings when they die in 2 seconds. Nurture transfuse those ultras bro dont click them onto creep to heal.
- more fights over creep spread..T and P will want to deny it more if it is stronger
- lots of detection destroys creep easy..T has vessels and P has obs to combat lurkers. Why spread a bunch of creep for it to do nothing and then die in 3 seconds? you get to spot his army? You should be active with yours anyway
- it does not promote "turtling" ..if i sit on 3 bases with glorious creep spread and you just take 4 or 5 bases i cant just get broodlord/infestor and beat you..i will starve out and lose
- it does more to seperate good players .. why prioritize creep spread if its not powerful? why waste queen energy? focus on other things since it doesnt make much of a difference

There are lots of ways to balance this...creep doesnt have to give banelings rocket boosters. Make it a small speed buff, or make the creep radius smaller so its spread is not as fast, make it more energy to drop a tumor, etc

TLDR: creep sucks


Would you agree that creep is too powerful in Starcraft 2 though?
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Zaphod Beeblebrox
Profile Joined December 2010
Denmark697 Posts
January 15 2014 16:42 GMT
#10166
ESL StarBow Tournament starting soon: http://www.twitch.tv/madals
Go try StarBow on the Arcade. TL thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=440661
Code
Profile Blog Joined June 2009
Canada634 Posts
January 15 2014 16:45 GMT
#10167
On January 16 2014 01:37 Grumbels wrote:
Show nested quote +
On January 16 2014 01:27 Code wrote:
+ Show Spoiler +
I think creep spread should grant Zerg the speed boost.
Reasons:
- defenders advantage..zerg has many melee/low range units and this helps them set up flanks and defend better vs drops
- map vision isnt enough..in SB you are more active with your army, there are no xelnaga towers, you need to get map control. Why waste time creep spreading if youre using your army? Lings, burrowed units on map, ovies spotting routes, what is the point of creep?
- creep gives regen idea...boring.You run away and heal up on it? We want more fights/aggression. Why do i want to regen 20 hp on my zerglings when they die in 2 seconds. Nurture transfuse those ultras bro dont click them onto creep to heal.
- more fights over creep spread..T and P will want to deny it more if it is stronger
- lots of detection destroys creep easy..T has vessels and P has obs to combat lurkers. Why spread a bunch of creep for it to do nothing and then die in 3 seconds? you get to spot his army? You should be active with yours anyway
- it does not promote "turtling" ..if i sit on 3 bases with glorious creep spread and you just take 4 or 5 bases i cant just get broodlord/infestor and beat you..i will starve out and lose
- it does more to seperate good players .. why prioritize creep spread if its not powerful? why waste queen energy? focus on other things since it doesnt make much of a difference

There are lots of ways to balance this...creep doesnt have to give banelings rocket boosters. Make it a small speed buff, or make the creep radius smaller so its spread is not as fast, make it more energy to drop a tumor, etc

TLDR: creep sucks


Would you agree that creep is too powerful in Starcraft 2 though?

Its definitely very strong.. and Zerg basically rely on it to survive also. I dont want that to be the case. I think if it was implemented the exact same way in SB as it is in Sc2 it would be overpowered.

"Design-wise" i like the idea of Zerg spreading creep. I feel like the Zerg player should be rewarded more for having good creep spread. It shouldn't be something that is relied on for defense or something too powerful to discourage attacks onto it..maybe there is a middle-ground somewhere.
Doominator10
Profile Joined August 2012
United States515 Posts
January 15 2014 17:03 GMT
#10168
I still think that letting lairs hold 4 and hives 5 larva would be a cool change Just saying.
Your DOOM has arrived,,,, and is handing out cookies
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
January 15 2014 17:17 GMT
#10169
On January 16 2014 02:03 Doominator10 wrote:
I still think that letting lairs hold 4 and hives 5 larva would be a cool change Just saying.

The question would be whether they should get increased larva spawn rate as well. I don't know myself, I think getting free production upgrades when building tech buildings is probably dubious.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
fierywinds
Profile Joined October 2010
22 Posts
January 15 2014 17:30 GMT
#10170
On January 15 2014 23:11 decemberscalm wrote:
Show nested quote +
On January 15 2014 21:38 fierywinds wrote:
I think a lot of sc2 zerg units were weaker because they had the advantage of creep half the time. In starbow, the creep advantage was removed but some units stats remained the same (e.g. banelings). Has this been taken into account? If they were ported in with the same stats but did not have creep advantage, the sc2 zerg units would be inferior to the broodwar zerg units (roaches got that new burrow ability so this possibly only affects banes, and maybe lings?)

We wanted to see the baeling in a more ambush or flanking roll.

Charging headlong into a fight is what we want to see the lurker for.

The baneling itself is a pretty cool unit, but when used for direct engagements it can lead to really short almost instantly over fights without the turbo charged eco of SC2.

The lurker however can be quit a bit trickier and lead to much more prolonged head on fights.

However, don't underestimate the baneling ambushes or big zerg flanks in the middle of the map supplemented by banelings.
Baneling mines, banelings bombs from ovies. That sorta thing.
Additionally, they do some pretty cool stuff zvz.


Hmm but ambushes are weakened in starbow too, because terran will always have science vessels in their army to counter lurkers. If they were to be used for flanks shouldn't their speed be increased and maybe damage lowered to be in line with the ethos of slower longer battles in starbow? I don't know but I'm sure you guys will balance it all out in the end
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
Last Edited: 2014-01-15 18:03:06
January 15 2014 18:02 GMT
#10171
Lurker's unburrow can't be changed in the hotkeys menu? Right now burrow is R, unburrow is E, but for every other unit it's Burrow R and unburrow R. i think it's missing a second command card.

Also the old viper locust thing with neural parasite is still in the hotkeys menu.
aka ChillyGonzalo / GnozL
Ahli
Profile Joined May 2012
Germany355 Posts
January 15 2014 19:01 GMT
#10172
On January 16 2014 03:02 Fishgle wrote:
Lurker's unburrow can't be changed in the hotkeys menu? Right now burrow is R, unburrow is E, but for every other unit it's Burrow R and unburrow R. i think it's missing a second command card.

Also the old viper locust thing with neural parasite is still in the hotkeys menu.

The version that will go live tomorrow allows me to alter that hotkey.

I've just added the missing units. The hotkey setup window should be accurate and working with the next update, tomorrow.
AhliSC2@Twitter - GameHeart Observer UI - "HomeStoryCup XX" extension mod fixes WCS GameHeart's small bugs, adds a lot of new features -
Prime Directive
Profile Joined December 2011
United States186 Posts
January 15 2014 19:13 GMT
#10173
Any plans for a separate website with some forums? Or is there one already?
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
January 15 2014 19:14 GMT
#10174
On January 16 2014 01:45 Code wrote:
Show nested quote +
On January 16 2014 01:37 Grumbels wrote:
On January 16 2014 01:27 Code wrote:
+ Show Spoiler +
I think creep spread should grant Zerg the speed boost.
Reasons:
- defenders advantage..zerg has many melee/low range units and this helps them set up flanks and defend better vs drops
- map vision isnt enough..in SB you are more active with your army, there are no xelnaga towers, you need to get map control. Why waste time creep spreading if youre using your army? Lings, burrowed units on map, ovies spotting routes, what is the point of creep?
- creep gives regen idea...boring.You run away and heal up on it? We want more fights/aggression. Why do i want to regen 20 hp on my zerglings when they die in 2 seconds. Nurture transfuse those ultras bro dont click them onto creep to heal.
- more fights over creep spread..T and P will want to deny it more if it is stronger
- lots of detection destroys creep easy..T has vessels and P has obs to combat lurkers. Why spread a bunch of creep for it to do nothing and then die in 3 seconds? you get to spot his army? You should be active with yours anyway
- it does not promote "turtling" ..if i sit on 3 bases with glorious creep spread and you just take 4 or 5 bases i cant just get broodlord/infestor and beat you..i will starve out and lose
- it does more to seperate good players .. why prioritize creep spread if its not powerful? why waste queen energy? focus on other things since it doesnt make much of a difference

There are lots of ways to balance this...creep doesnt have to give banelings rocket boosters. Make it a small speed buff, or make the creep radius smaller so its spread is not as fast, make it more energy to drop a tumor, etc

TLDR: creep sucks


Would you agree that creep is too powerful in Starcraft 2 though?

Its definitely very strong.. and Zerg basically rely on it to survive also. I dont want that to be the case. I think if it was implemented the exact same way in SB as it is in Sc2 it would be overpowered.

"Design-wise" i like the idea of Zerg spreading creep. I feel like the Zerg player should be rewarded more for having good creep spread. It shouldn't be something that is relied on for defense or something too powerful to discourage attacks onto it..maybe there is a middle-ground somewhere.

That is exactly why it shouldn't be added -- Zergs have to rely on it. It makes the game boring as Zerg has to fight 99% of big battles on creep. Starbow is about having fights all over the map.

It's much better to keep creep weak, but buff other aspects of the zerg until balance is achieved.

Also, speed boost on creep ruins a lot of other things like scv scouting, etc.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
January 15 2014 19:20 GMT
#10175
On January 16 2014 04:14 Beef Noodles wrote:
Show nested quote +
On January 16 2014 01:45 Code wrote:
On January 16 2014 01:37 Grumbels wrote:
On January 16 2014 01:27 Code wrote:
+ Show Spoiler +
I think creep spread should grant Zerg the speed boost.
Reasons:
- defenders advantage..zerg has many melee/low range units and this helps them set up flanks and defend better vs drops
- map vision isnt enough..in SB you are more active with your army, there are no xelnaga towers, you need to get map control. Why waste time creep spreading if youre using your army? Lings, burrowed units on map, ovies spotting routes, what is the point of creep?
- creep gives regen idea...boring.You run away and heal up on it? We want more fights/aggression. Why do i want to regen 20 hp on my zerglings when they die in 2 seconds. Nurture transfuse those ultras bro dont click them onto creep to heal.
- more fights over creep spread..T and P will want to deny it more if it is stronger
- lots of detection destroys creep easy..T has vessels and P has obs to combat lurkers. Why spread a bunch of creep for it to do nothing and then die in 3 seconds? you get to spot his army? You should be active with yours anyway
- it does not promote "turtling" ..if i sit on 3 bases with glorious creep spread and you just take 4 or 5 bases i cant just get broodlord/infestor and beat you..i will starve out and lose
- it does more to seperate good players .. why prioritize creep spread if its not powerful? why waste queen energy? focus on other things since it doesnt make much of a difference

There are lots of ways to balance this...creep doesnt have to give banelings rocket boosters. Make it a small speed buff, or make the creep radius smaller so its spread is not as fast, make it more energy to drop a tumor, etc

TLDR: creep sucks


Would you agree that creep is too powerful in Starcraft 2 though?

Its definitely very strong.. and Zerg basically rely on it to survive also. I dont want that to be the case. I think if it was implemented the exact same way in SB as it is in Sc2 it would be overpowered.

"Design-wise" i like the idea of Zerg spreading creep. I feel like the Zerg player should be rewarded more for having good creep spread. It shouldn't be something that is relied on for defense or something too powerful to discourage attacks onto it..maybe there is a middle-ground somewhere.

That is exactly why it shouldn't be added -- Zergs have to rely on it. It makes the game boring as Zerg has to fight 99% of big battles on creep. Starbow is about having fights all over the map.

It's much better to keep creep weak, but buff other aspects of the zerg until balance is achieved.

Also, speed boost on creep ruins a lot of other things like scv scouting, etc.

There are reapers in the game though, if scv's have too much difficulty scouting.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
January 15 2014 20:16 GMT
#10176
Why remove all Protoss air units for the BW stable?

It seems like there are a TON of things that exist in this game (medic + dropship instead of Medivac, for example) that are only there because "BW did it!".

I like the idea of making more engagements and encouraging more expansions, I just wish Starbow wasn't SC2:BW.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
SolidSMD
Profile Joined April 2011
Belgium408 Posts
Last Edited: 2014-01-15 20:27:56
January 15 2014 20:23 GMT
#10177
^medics allow for early bio pushes, medivacs come into play way too late.

Corsair > pheonix big time for balance in air pvz, this means pheonix is out. For voidray, it's one of the most hated units of sc2.

Please do not assume that starbow just has some stuff because BW did it, the starbowthread is 500 pages long of balance and design discussions.
Working on Starbow!
Crownlol
Profile Blog Joined October 2011
United States3726 Posts
January 15 2014 20:27 GMT
#10178
On January 16 2014 05:23 SolidSMD wrote:
^medics allow for early bio pushes, medivacs come into play way too late.

Corsair > pheonix big time for balance in air pvz, this means pheonix is out. For voidray, it's one of the most hated units of sc2.


Why is the Corsair better than the Phoenix in PvZ? I'm new to Starbow.
shaGuar :: elemeNt :: XeqtR :: naikon :: method
SolidSMD
Profile Joined April 2011
Belgium408 Posts
January 15 2014 20:32 GMT
#10179
On January 16 2014 05:27 Crownlol wrote:
Show nested quote +
On January 16 2014 05:23 SolidSMD wrote:
^medics allow for early bio pushes, medivacs come into play way too late.

Corsair > pheonix big time for balance in air pvz, this means pheonix is out. For voidray, it's one of the most hated units of sc2.


Why is the Corsair better than the Phoenix in PvZ? I'm new to Starbow.


Pheonix is useless vs muta in low numbers, so if you want to fight muta with pheonixes you need to commit a ton. Corsair can be pumped out reactively and help a ton. Also pheonix would just own up scourge too bad.
All in all the corsair makes airbalance a lot better, more room for micro etc. I'm sure there are other people that can explain it a ton better than me.

Working on Starbow!
IeZaeL
Profile Joined July 2012
Italy991 Posts
January 15 2014 20:49 GMT
#10180
What about allowing the nydus to morph into one of the 2 hots scrapped evolutions ? A siege unit could be good , and a creep spreeder also.
Author of Coda and Eastwatch.
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